Other Open Games

Deep Sea Pirate

Pirates sail many different bodies of water in search of plunder. Those who prove handy on a ship might rise to the rank of captain and command their own ships. Deep Sea pirates are adept at both sailing and sword fighting, and most have looked death in the face more than once. They possess a variety of skills that prove useful when sailing and plundering, and two deep sea pirates might be quite different from each other.

While many sailors work as pirates, those experienced enough to take levels in this prestige class show more talent than do common deck hands.

Class Details

Alignment: Deep Sea pirates are often chaotic and rarely good, but can be any non-lawful alignment.

Hit Die: d8.

Requirements

To qualify to become a Deep Sea pirate, a character must fulfill all of the following criteria.

Sneak Attack (Ex)

This ability is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 4th level and every three levels thereafter. If a Deep Sea pirate gets a sneak attack bonus from another source, the damage bonuses stack.

Pirate Trick

As a Deep Sea pirate develops her skill, she learns a number of tricks that aid her in her work. She gains a pirate trick at 4th level and every three levels thereafter. A Deep Sea pirate cannot select an individual trick more than once.

Tricks marked with an asterisk add effects to a Deep Sea pirate’s sneak attack. Only one of these tricks can be applied to an individual attack, and the decision must be made before the attack roll is made.

Deep Breath (Ex): The Deep Sea pirate can hold her breath for a number of rounds equal to three times her Constitution modifier before she must start making Constitution checks.

Drink for Free (Ex): This ability presumes that the Deep Sea pirate is admired or feared in the taverns she frequents. The Deep Sea pirate designates one tavern per Deep Sea pirate level as a “favored tavern.” When in a favored tavern, the Deep Sea pirate drinks for free. In addition, she gains a +2 circumstance bonus on Diplomacy and Intimidate checks within a favored tavern.

Farseer (Ex): Pirates take turns serving as lookouts. A Deep Sea pirate with this ability reduces any distance-based penalties on Perception checks by half when she is at least 10 feet off the ground or above the deck of a ship.

Hand Stab* (Ex): The Deep Sea pirate can weaken an opponent’s weapon hand by hitting with a sneak attack. When she deals sneak attack damage against an opponent, that opponent becomes easier to disarm. Until the end of the rogue’s next turn, anyone attempting to disarm that opponent gains a +2 bonus on the disarm attempt.

Quick Appraise (Ex): The Deep Sea pirate must at times quickly select the most valuable items to spirit away. She appraises an item as a move action and can determine the most valuable item in a treasure hoard as a standard action.

Rigging Monkey (Ex): Some pirates become skilled at climbing on ropes and rigging. This ability grants the Deep Sea pirate a +2 bonus on Climb checks when using a rope to help her climb. In addition, when using a rope to help her climb, the Deep Sea pirate can move at half her speed. (By accepting a –5 penalty she can move at her normal speed.)

Storm Sailor (Ex): The Deep Sea pirate treats all storms as if they were one category less severe for the purposes of sailing and navigation. (This benefit stacks with the Hurricane Savvy character trait and other effects related to wind conditions.) She can make an Acrobatics check to move her normal speed across uneven ground, and she does not take a penalty on any Acrobatics checks due to slightly slippery, slightly unsteady, or moderately unsteady conditions.

Windrigger (Ex): The Deep Sea pirate has learned the tricky art of tacking. With a DC 15 Profession (sailor) check, she increases her ship’s base movement by 5 feet for 1 hour.

Advanced Tricks

At 6th, 8th, and 9th level, a Deep Sea pirate can choose one of the following advanced tricks in place of a pirate trick.

Burst of Speed (Ex): The Deep Sea pirate has learned to coax speed out of her ship when it really counts. With a DC 20 Profession (sailor) check, she doubles her ship’s base movement for 1 round. She can use this ability once per day.

Defensive Climber (Ex): The Deep Sea pirate does not lose her Dexterity bonus to AC when climbing.

Foot Sweep* (Ex): The Deep Sea pirate has learned to sweep her opponents’ legs when they are reeling from the pain of her precise attacks. If the Deep Sea pirate deals damage with a sneak attack, she can make a trip attack against the damaged opponent as an immediate action. All the usual rules for trip attacks apply, and feats such as Improved Trip modify the attack normally.

Shipboard Authority (Ex): As a full-round action once per day, the Deep Sea pirate can shout orders to her crew. All allies within 30 feet of the Deep Sea pirate who can hear her gain a +1 morale bonus on attack rolls or on a particular skill check for 1 round per the Deep Sea pirate’s level. The Deep Sea pirate specifies which bonus applies when she uses this ability and may not change the bonus for the duration of this ability.